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vladic2000x

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About vladic2000x

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  1. Hi,   What I noticed in iOS games is that when you authenticate using Game Center you will always need to open the Game Center window provided by iOS to see the leaderboard. Is it possible at all to retrieve data from Game Center(such as leaderboards) and show them in your game in own styel, with your own fonts and graphics? Any examples of games doing this?   Thanks!
  2. I am the owner of a small game studio, and when I read stuff related to the business side of the game, I often encounter sentences like: "with offices in Singapore, London, bla bla bla" or "they have just opened a new office in UK"...   Do big studios have separate teams working on different games in different cities/countries, or they just open an office in a specific area to benefit of some infrastructure or maybe of some investment opportunities? Why wouldn't they have a single big office in one city only? Or maybe it's because it's hard to drive talent/hr in one city/country?
  3. OpenGL

    Thanks MJP, I'll defintely have a look at the articles.
  4. Hello,   I am a bit confused on the aliasing problem in computer graphics(OpenGL), specifically:   1. In the picture below, the checkerboard texture is laid on a rectangle consisting of 2 triangles. Please note at the bottom of the image the jagged  edges of black and white blocks of the texture:   http://www.arcsynthesis.org/gltut/Texturing/BasicCheckerboardPlane.png   Is that problem called aliasing?   2. In the picture below, the same jagged effect can be seen on the edges of the right-most two triangles:   http://slizerboy.files.wordpress.com/2009/11/anti-alias.png?w=343&h=150   Is that the same aliasing problem?   I'm asking this because in first case, texture sampling is involved but in the second case there is no texture.      3. If in the first example the issue is called aliasing, can we say that using linear filtering as magnification/minification filters in sampling the texture represent an anti-aliasing technique? I have searched the web for OpenGL anti-aliasing and I mostly read about "multisampling", so I'm wondering if linear and mipmap filtering can be considered anti-aliasing techniques?
  5. Thanks! 
  6. Hello! Is there a way to get access to different mipmap levels using SOIL_load_image()?   The code below crashes the app:   int width, height, mipMapLeveCount; unsigned char* imageDataPtr =SOIL_load_image( "texture/checker.dds", &width, &height, &mipMapLeveCount, SOIL_LOAD_RGB); unsigned char* tempPtr=imageDataPtr;   for(int mipmapLevel = 0; mipmapLevel < mipMapLeveCount; mipmapLevel++) { glTexImage2D( GL_TEXTURE_2D, mipmapLevel, GL_RGB, width, height, 0, GL_RGB,GL_UNSIGNED_BYTE, imageDataPtr ); imageDataPtr+=width*height*3; width/=2; height/=2; }   SOIL_free_image_data( tempPtr );
  7. Hi there, so I've been doing a little HLSL prrogramming with DirectX in recent years and now I'm trying the GLSL with OpenGL. One thing that strikes from the very beginning, is that I cannot find a decent description of the differences between the various versions of GLSL. As an example, the HLSL differences are laid out simply here: http://en.wikipedia.org/wiki/High_Level_Shader_Language#Pixel_shader_comparison Now when I try to google the same for GLSL, I just can't find a simple and understandable description of what are the limits of each version of GLSL and what new features have been introduced to each version. Does anybody has this information in a simply and easy to read layout? Also does anybody know what GLSL versions are on par with what HLSL version? Thanks!
  8. Many many thanks! A great start to investigate my issues
  9. Thank you very much L.Spiro. It makes sense I was writing on DX forum, because our engine works on both Win/Mac and has separate code paths for rendering, so I was doing the test on PC primarily, thinking of how this will reflect on iPad.
  10. Thanks for replies. I'm doing this for iPad 1, so I guess it's relevant.
  11. I didn't quite understand... so, indiferently if I'm using a 1024x1024 texture or 128x128 texture, if it's placed over the same quad and occupies visually the same amount of screen, it will render the same amount of pixels which means no fill-rate gain?
  12. Hi there. This question is about fill rate performance. What will be faster: rendering a quad with 1024x1024 texture or the same quad with 128x128 texture (scaled with linear interpolation). I'm not seeing any FPS improvement in my application for 128x128, even a small 1 FPS decrease from 1024x1024... Is there some performance gain from this perspective? Thanks
  13. OK :) Solved the issue. I was specifying the wrong destination rectangle. For those who might be struggling with some driver issues for that method, I would recommend reading this post: http://www.ms-news.net/f3591/about-stretchrect-2200764.html Best,
  14. Steve, I'm sorry, I made a mistake when described the issue. Actually I'm using StetchRect to copy from BackBuffer to the render target surface. Any ideas?